I have been working hard for the past month to develop a new Source Control plugin for Plastic SCM (think modern Perforce with efficient and understandable GUI and very powerful branching management, with some Git inter-operability).

Edit (original text continues at the end of this post):
Nearly 2 years after I started this work, the plugin is now fully featured (currently in v1.2.0 for UE4.18.3, and code ready for upcoming 4.19 and 4.20, please see my signature or latest post for up-to-date information).

It automates tracking of assets, brings common SCM tasks inside the Editor, and provides visual diffing of Blueprints. It also helps importing an existing UE4 Project into source contorl, with appropriate ignore.conf file.

Congrats for your work as PSCM is a great Versionning Control software that UE4 would benefit. I guess you may be already aware of it but Codice software dev team (the editor company) had started to work on a such plugin for this engine and any user can contact him to play with...https://plasticscm.uservoice.com/for...source-control

There is also a few small features regarding the Connect/Init/Settings screen:
- initialize a new workspace to manage your UE4 Game Project.
- create an appropriate ignore.conf file as part as initialization (optional)
- make the initial commit (optional)
- also permit late creation of the ignore.conf file (ie on an existing workspace)

Please give me your feedback, the way you prefer: you can contact me privately, or use Github issues, or this forum thread)

Comment

Since my last post, I've done some more releases of the Plastic SCM plugin, and moved it out of "alpha" since it is now feature complete and quite polished:0.8.0 beta release for UE 4.12

edit: and now 0.8.1 beta release for UE 4.13

Main features are:
- merge conflict support
- UE 4.12 support

Please give me your feedback the way you prefer: you can use Github issues, this forum thread, or contact me privately.

Regards!

Hi,

Awesome work on the integration
One thing that has always bugged me about Perforce and other integration's in UE4, is they require you to use a .uproject file for the editor integration to work, would it be at all possible for the integration to be based off a .uplugin file instead? allowing the root for the work pace to be a plugin folder instead of the project folder, this is essentially because, I'm a modder not a developer, and as such we work inside the SDK for ARK/Squad and it is a real pain to juggle work in multiple mods within the one SDK, and having the root as the project inevitable means someone at some point always checks in the entire SDK because they were falling asleep when committing work.

Also, I am not entirely sure on how to do that:
1. it would probably not be possible to add the auto-detection. I mean, I could try to check for a workspace in each plugin of the project (in GamePluginsDir()) but this could lead to multiple workspaces found, and it would not be what everyone whants
2. would you accept a simple EditBox in the Connect to Source Control screen where you could change manually the path to the root of the project, to switch to a subdir?